Faun
Faun
Pharosian Name: AelunariFey Name: Asho'qu
Faun are among the most reclusive of the Fey folk, feared by other races for their ferocity in defending wildlands and their trickster pranks alike. Though they dwell in all biomes, they are often particularly associated with forests; this is likely because most encounters with them arise from lumberjacks who trespass too far into their territory. While these days there are plenty of Faun who have converted to urban life or integrated into rural communities, all Faun are born in the wild and most spend at least part of their lives as Grove-Guardians.
General Information
Physical Description
Faun typically have humanoid upper bodies, with their lower half similar to a deer or goat, though they are always bipedal, hooved, and tailed. There are some Faun who have decidedly animalistic markings even on their upper body, such as fur, though this is somewhat rare and their face is always strictly human- or elf-like. Faun may have antlers or nubs protruding from their forehead and regular hair, which is not limited by the coloration of their fur. Most Faun have tattoos across the non-animal parts of their bodies which are both spiritual and decorative in nature.Community Structure
Faun are born in solitude, left by their parents in the center of a stone circle deep in the depths of the wilds. Young Faun are nourished and protected by the local wildlife, and they naturally learn the ways of a Grove-Guardian as they grow. Once reaching adulthood, Faun dedicate their lives to protecting the wildlife that raised them. They are often openly hostile to outsiders, though prefer illusory tricks and deception to direct confrontation. Faun almost never willingly expose themselves to outsiders, keeping their distance and hiding when necessary to maintain anonymity. They do have a soft spot for other Fey, though, and may reveal themselves when they or their Fey visitors need each other's assistance. In general, Faun are not known for their social skills; they primarily interact with plants and animals throughout most of their lives.Faun have come to live in mortal societies and with Fey families in non-insignificant numbers, largely as a result of the destruction of the lands they were sworn to protect. This destruction renders a Faun purposeless. Rather than finding a new tract of land to defend, they tend to prefer living in villages and aiding their townsfolk or moving to cities and protecting their gardens. Once a Grove-Guardian has failed in their mission, they do not trust themselves to take on another of equal importance. Unfortunately, the lands of Faun have grown more and more endangered as a result of industrial logging and resource extraction, which is the most prominent reason they've become a more common sight in public.
Faun in cities who give birth will often contract Druidic Circles to handle the process of giving their child a proper home, though a rare few will keep their child. This can be a dangerous choice for the child, as Faun children who do not interact sufficiently with wildlife become stunted in their development. In particular, their affinity for natural magic dissipates and their mental health suffers significantly. Many such Faun find reprieve in drugs, particularly in Feydust, though this has its negative effects. If they move out into the wilds, their health may improve, but they will never fully recover or feel whole. Faun parents attempt to assuage these defects by having their children spend most of their time apart from them in the city's gardens (in cities which have them), though this can be dangerous in and of itself for plenty of other reasons.
Faun do not typically have names at all. Instead, they'll give their name as the first thing that comes to mind when prompted for it, leading to their names often being plants, animals, or parts of either. When Faun enter society, they'll either settle on the latest name they used and use it indefinitely, or they'll evolve the name to be more descriptive (e.g. adding an adjective as a prefix to it). For practical purposes, they usually make the descriptive part of the name their first name and the object part of the name their surname.
Gender and Relationships
Faun do not really recognize the concept of gender, with each individual Faun's presentation and expression changing regularly with the seasons. This is often attribute to their strong sense of empathy, which drives them towards a desire to relate to all creatures and opens them up to extensive exploration of their own feelings and personalities. From an outsider's perspective, Faun might be considered to be quite fluid in gender, even if the application of the label means nothing to them. On average, they tend to look more feminine when presenting in a masculine way than the average man (and vice versa).Faun rarely form relationships, as they rarely have contact with other sentient beings. When two Faun meet in the wilds, they tend to quickly develop a deeply intimate connection which may result in offspring, but which ends just as quickly as it started with both parting ways to tend to their own domains. For Faun not in the wilds, these sorts of flings still happen from time-to-time (especially when meeting another Faun), but they do not develop such strong feelings as freely or easily with everybody they meet. It is rare for Faun and other races to be compatible for reproduction, though not impossible.
Race (5e)
Faun (5e)
ability score increase:
N/A
age:
Faun typically mature by the age of 12, though they do not physically mature until around 20. Most Faun will live until they are 40 years old, but can live as long as 200 if no other Faun comes to replace them as a guardian (this is especially the case for Mirage Faun).
Size:
Medium
speed:
30ft
Languages:
race features:
Spirit Trance: Instead of sleeping, you enter a trance, a communion with the Demi-Plane of Spirits - this communion allows you to see the world ethereal, with an emphasis on reflecting on yourself and others. You only need to rest for half the time of any rest, and may remain attentive to changes in your surroundings throughout this period. In addition, you gain spells so long as you peacefully complete your rest. This gives you access to the Druidcraft cantrip. Additionally, you may cast both Animal Friendship and Beast Bond, each once per day, using the Wisdom casting ability.
Spirit Trance: Instead of sleeping, you enter a trance, a communion with the Demi-Plane of Spirits - this communion allows you to see the world ethereal, with an emphasis on reflecting on yourself and others. You only need to rest for half the time of any rest, and may remain attentive to changes in your surroundings throughout this period. In addition, you gain spells so long as you peacefully complete your rest. This gives you access to the Druidcraft cantrip. Additionally, you may cast both Animal Friendship and Beast Bond, each once per day, using the Wisdom casting ability.
Faun - Variant
Forestsong Trance: Instead of sleeping, you enter a trance, a communion with the Demi-Plane of Spirits - this communion surfaces itself through the music of the world around you, from birdsong to the sound of the wind. You only need to rest for half the time of any rest, and may remain attentive to changes in your surroundings throughout this period. In addition, you gain spells so long as you peacefully complete your rest. This gives you access to the Prestidigitation cantrip. Additionally, you may cast both Hideous Laughter and Sleep, each once per day, using the Charisma casting ability. This replaces Spirit Trance.Woodlands
Woodlands Faun are those that live in forests, swamps, and jungles. They tend to carry deer-like features, include deer legs and brown-tinted fur, sometimes with white spots. Woodlands Faun gain +1 Charisma. Grove Guardian: You are adept at hiding, and can do so even when only lightly obscured by foliage, heavy rain, falling snow, mist, or other natural phenomena. You gain advantage on all attempts to hide.Highlands
Highlands Faun are those that live in mountains and highlands. They tend to carry goat-like features, and are adapted to the uneven and steep terrain of their homes. Highlands Faun gain +1 Strength. Nimble-Footed: You are used to treading difficult terrain and narrow passageways. You ignore the extra movement cost of non-magical difficult terrain. Additionally, you may move through the space of any creature that is of a size larger than yours.Prairie
Prairie Faun are some of the rarest kind, preferring to live in open plains and prairies. Their features tend to be more antelope-like, with lengthened but thinner horns, and narrow leg structure. Prairie Faun gain +1 Dexterity. Strider: Your movement speed is increased by an addition 10 ft. You are naturally better at jumping, and your jump distance is doubled.Mirage
Mirage Faun are those which inhabit deserts, typically guarding the area around an oasis or spring. Their features tend to be reminiscent of the springbok, featuring symmetrically curved horns and very thin fur. They are known as mirages for their magical capabilities, which they often serve both to trick and help travelers who have become lost in the desert, by creating fonts of food, water, and shelter that tangibly exist - but disappear as soon as the traveler awakens refreshed. Mirage Faun gain +1 Intelligence. Mysticism: You may cast the minor illusion cantrip. Additionally, starting at 3rd level, you may cast invisibility, as per the spell, on yourself once between long rests. Both make use of your Intelligence ability score.Mirage Faun - Variant (Spheres of Power)
Mysticism: You gain access to the Faerie sphere. You do not use its abilities with a casting tradition, unless you are a caster, in which case adding a magical talent to the Faerie sphere forces it to make use of your casting tradition. In addition, non-casters gain access to one spell point per day, which recharges after a long rest.Ancestry (Pathfinder 2e)
Faun feats emphasize their ties to the Faerie Plane, their dedication to the protection of nature, and the array of prophylactic skills they have developed as outsiders in most societies.Faun
- Hit Points
- 8
- Size
- Medium
- Speed
- 30
- Ability Boosts
- Dexterity, Wisdom, Free
- Ability Flaw
- Intelligence
- Traits
- Humanoid, Fey, Faun
- Languages
- Human Common, additional languages equal to 1 + your Intelligence modifier (if it's positive)
- Special Abilities
- Heritages
- Forest Faun: You are particularly well-adapted to living in forested environments and take on a more deer-like appearance. As long as you are in a forest or jungle, you gain a +2 circumstance bonus to Stealth checks to Hide and Sneak, Survival checks to Subsist, and your Survival DC to Cover Tracks. Mirage Faun: You come from desert climes and take on a more gazelle-like appearance. While there are few hiding places in the open sands, you have adapted your trickery to the magical kind. Choose occult or primal. You gain one cantrip from that magical tradition's spell list. You can cast this spell as an innate spell at will, as a spell of your chosen tradition. A cantrip is heightened to a spell level equal to half your level rounded up. Mountain Faun: Navigating mountains and other rocky terrain is second nature to you and you take on a more goat-like appearance. You can ignore non-magical difficult terrain caused by rubble and uneven ground made of stone and earth. Plainrunner Faun: You've spent your days running and prancing on grassy fields and open plains and take on a more antelope-like appearance. Your movement speed is set at 35 feet instead of 30 feet.
- Ancestry Feats
-
Name Traits Level Prerequisites Benefits Details Asho'qu Lore Faun 1 - You have trained to protect nature and ward off its transgressors. Show spoilerYou have trained to protect nature and ward off its transgressors. You gain the trained proficiency rank in Nature and Deception. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Faun Lore.Faerie Fellowship Faun 1 - Your enhanced Fae connection affords you a warmer reception from creatures of Faenor. Show spoilerYour enhanced Faerie connection affords you a warmer reception from creatures of Faenor as well as tools to foil their tricks. You gain a +2 circumstance bonus to both Perception checks and saving throws against Faeries. In addition, whenever you meet a Faerie creature in a social situation, you can immediately attempt a Diplomacy check to Make an Impression on that creature rather than needing to converse for 1 minute. You take a –5 penalty to the check. If you fail, you can engage in 1 minute of conversation and attempt a new check at the end of that time rather than accepting the failure or critical failure result. Special If you have the Glad-Hand skill feat, you don’t take the penalty on your immediate Diplomacy check if the target is a Faerie.Illusion Sense Faun 1 - Your ancestors spent their days cloaked and cradled in illusions, and as a result, sensing illusion magic is second nature to you. Show spoilerYour ancestors spent their days cloaked and cradled in illusions, and as a result, sensing illusion magic is second nature to you. You gain a +1 circumstance bonus to both Perception checks and Will saves against illusions. When you come within 10 feet of an illusion that can be disbelieved, the GM rolls a secret check for you to disbelieve it, even if you didn't spend an action to Interact with the illusion.Strider Faun 1 - You move faster over steady ground. Show spoilerYou move faster over steady ground Your Speed increases by 5 feet.Precise Step Faun 1 - You are adept at moving across uneven surfaces. Show spoilerYou are adept at moving across uneven surfaces. You can ignore difficult terrain caused by rubble and uneven ground made of stone and earth. In addition, when you use the Acrobatics skill to Balance on narrow surfaces or uneven ground made of stone or earth, you aren't flat-footed, and when you roll a success at one of these Acrobatics checks, you get a critical success instead.Unexpected Shift Faun 1 - Your supernatural connection sometimes causes you to phase from reality when under threat, disappearing for split seconds before reappearing—often surprising you as much as your enemies. Show spoilerYour supernatural connection sometimes causes you to phase from reality when under threat, disappearing for split seconds before reappearing—often surprising you as much as your enemies. When you would take damage from an attack, spell, or other effect, roll a DC 16 flat check. On a success, you gain resistance to all damage equal to your level against the triggering effect, you gain a +2 circumstance bonus to saving throws against that effect until the start of your turn, and you gain the dazzled condition for 1 round.Cliff Hopper Faun 5 - You have an unmatched skill at navigating cliffs and near-vertical surfaces. Show spoilerYou have an unmatched skill at navigating cliffs and near-vertical surfaces. You gain a climb Speed of 15 feet.Faerie Magic Faun 5 - You have been exposed to powerful Faerie magic. Show spoilerYou have been exposed to powerful Faerie magic. You become trained in primal DCs and spell attack rolls. Depending on your heritage, you gain one of the following features which grant an innate primal spell that can be used once per day.- Forest: Your body is covered in elegant vines, granting you summon plants or fungus.
- Mirage: You can throw your voice to fool passerby of sanity lost, granting you lose the path
- Mountain: You can make great leaps to get from chasm to chasm, granting you jump.
- Plainrunner: You can run exceptionally fast for short periods, granting you fleet step.
Faerie Font Faun 5 focus pool, at least one innate spell from a Faun heritage or ancestry feat that shares a tradition with at least one of your focus spells The magic within you provides increased energy you can use to focus. Show spoilerThe magic within you provides increased energy you can use to focus. Once per day, you regain 1 Focus Point, up to your usual maximum.Flexible Tail Faun 5 - You have a lengthier tail than most Faun, and have greater control over its actions. Show spoilerYou have a lengthier tail than most Faun, and have greater control over its actions. You can perform simple Interact actions with your tail, such as opening an unlocked door. Your tail can't perform actions that require fingers or significant manual dexterity, including any action that would require a check to accomplish, and you can't use it to hold items.Intuitive Illusions Faun 5 Illusion Sense Illusion magic comes to you so naturally that you can effortlessly sustain your magical ruses. Show spoilerIllusion magic comes to you so naturally that you can effortlessly sustain your magical ruses. Once per day, when your turn begins, you immediately gain the effects of a Sustain a Spell action to extend the duration of one of your active illusion spells.Marsh Bather Faun 5 - You have spent enough time in marshy terrains and lakes to be an expert swimmer. Show spoilerYou have spent enough time in marshy terrains and lakes to be an expert swimmer. You gain a Swim speed of 15 feet.Natural Illusionist Faun 5 Illusion Sense By drawing upon Faenor’s magic, you can siphon a portion of that malleable world to create a convincing illusion. Show spoilerBy drawing upon Faenor’s magic, you can siphon a portion of that malleable world to create a convincing illusion. Once per day, you can cast illusory disguise, item facade, or ventriloquism. At 7th level, the spell is heightened to 2nd level, and every 2 levels thereafter, the spell is heightened an additional spell level.Faerie Trickster Faun 9 Faerie magic You've learned a few magical techniques for getting yourself both into and out of trouble unnoticed. Show spoilerYou've learned a few magical techniques for getting yourself both into and out of trouble unnoticed. You gain misdirection and silence as 2nd-level arcane or occult innate spells. The tradition of these spells must match the tradition you use for your Faun ancestry options. You can cast each spell once per day and can target only yourself.Fortuitous Shift Faun 9 Unexpected Shift You have grown more comfortable with your penchant for supernatural disappearance. Show spoilerYou have grown more comfortable with your penchant for supernatural disappearance. The flat check DC of your Fortuitous Shift feat decreases to 11, and you are no longer dazzled if you succeed.On Your Turf Faun 9 - You can take advantage of the terrain to bypass foes’ defenses. Show spoilerYou can take advantage of the terrain to bypass foes’ defenses. Non-Faun in difficult terrain are flat-footed to you. If you have a swim Speed, non-Faun creatures that are in water and lack a swim Speed are also flat-footed to you.Always Aware Faun 13 - You notice things that others can't see at all. Show spoilerYou notice things that others can't see at all. While you're adjacent to an undetected creature of your level or lower, it is instead only hidden from you. You only need a successful DC 5 flat check to target a hidden creature.Razimric Seer Faun 13 ability to cast the detect magic cantrip You train yourself to be capable of detecting magical effects that occur around you. Show spoilerYou train yourself to be capable of detecting magical effects that occur around you. When you are Searching, you also gain the benefits of Detect Magic unless you choose not to.Glare of the Grove-Guardian Faun, Arcane, Concentrate, Divination 17 - When you focus your eyes carefully, your gaze can pierce through all obfuscations, even magical ones. Show spoilerOnce per hour, when you focus your eyes carefully, your gaze can pierce through all obfuscations, even magical ones. When you use Glare of the Grove-Guardian, you gain the effects of a 6th-level true seeing spell, using your Perception modifier for the counteract check.
You Might...
Others Probably...
- See “ownership” of land as an absurd concept — one cannot own what one belongs to.
- Treat pranks and deceptions as moral lessons, teaching others what they refuse to learn from words.
- Experience overwhelming empathy for injured creatures, yet cold detachment toward people.
Others Probably...
- Assume you’ll hex their crops or lure their children away if offended.
- Believe you can’t tell the difference between right and wrong — unaware your sense of both runs deeper than they could ever know.
- Feel guilty under your gaze, as if the trees themselves were judging them through your eyes.

